The Joy of Secrets
You know what players love? Discovering secrets. You know what GMs and game designers hate? Players discovering secrets. That’s kind of messed up; don’t you think?
You know what players love? Discovering secrets. You know what GMs and game designers hate? Players discovering secrets. That’s kind of messed up; don’t you think?
It’s time to wrap up Day 1 by mapping the four remaining rooms and the boss arena.
Settle in kids for the longest, most complicated bit of the Megadungeon yet. Because this is our season one finale. When we’re done, we’ll have our gates and story beats set out on our big ole masterplan and we’ll even fill some of the backstory as a bonus.
From crunch to fluff and back again. Today, we’re working on the last large-scale bit of planning we need to do before we just start designing the adventure: the plot. And that’s where fluff and crunch come together.
We need more spreadsheets! Let’s have another look at the XP advancement system in 5E. This time, with an eye toward rewarding players for playing the right way. And let’s forget a little bit about game balance. Because perfect balance is a lie.
If you have ever wanted to create a large, site-based super adventure, The Slaughterhouse System is for you. Whether your party is exploring a massive dungeon, reclaiming a ruined city, clearing a valley for settlement, or trying to bring a rioting city under control, the Angry DM has a tool that you can use to plan a dynamic, living environment for the party to explore freely.